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Posts
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Joined
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known issue, they're still trying to fix it. Check the known issues thread in the dev section.
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Weird. My weapons based characters have no such problem (beam/time, beam/traps, dp/time). Sounds like your characters have become corrupt or maybe you have an invalid costume item on them? Have you tried an ingame petition to ask a GM to reset your costume to see?
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Mace Mastery Costume Changes
Characters obtaining the mace mastery epic pool power should obtain the default mace in all of their costumes after selecting the power.
This should no longer cause the inability to tailor a costume after picking this power.
You mean that ^^^ bug fix published today? -
Combinations of powers being stronger than powers by themselves is an accepted paradigm in this game.
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build it on test and request a level bump in the thread for level bumps? That'd be pretty darn quick...
Alternatively, beg for a PL on a farm team... *shrug* -
How do you propose to solo GMs/AVs without high ST damage?... just curious.
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Just tested in A.E. ... the proc shows the damage rising from the disk that is the pseudo-pet, so normally this would be at the feet of the enemy rather than over their heads. I think this is what is causing the confusion.
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no, the pseudo pet is not taking the damage, the mob is and it can be seen in the combat log. I think the issue is where the damage number floating is happening (this is of course just a guess, I've not been under the map to see if this is the case or not.) I do know for sure that the power is spherical. You can see this in any map with an elevated platform... this might actually be the right place to test it tbh. I don't have any procs on my /time trollers yet, you'd need something that can hold a mob (or a damageable object) use just DF with procs to test.
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No, I read it in its entirety. I disagreed with it and so picked it apart by the points I disagreed with to respond to them in turn. The "zing" was about you contributing silliness to the thread after calling everyone else out who'd posted something that you thought was silly; you weren't silly for posting in it, you were silly for calling "absolutes" that were more about dumpster burning teams (long gone now and the game is better because of it imo) than anything else.
I did argue your points from an us vs them perspective because quite clearly your post was an us vs them. We've had 1 good suggestion in the thread that would meet the needs of all at a real cost to those who despise knock so much that they need to turn it off, and a lot of us vs them shouting at each other. The "us" who're for leaving knock in the game as it is believe that it works fine as control if used right. The "them" who're anti-knockback seem to be unwilling to accept that it can be used properly and not adversely affect the team. -
More likely it is something in the power "summoned patch" than in the mob or the proc. It is a sphere, it is quite possible the floating number is just happening below the terrain.
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Sometimes the damage proc fires but you don't get the orange number, check your combat log. I was thinking the same thing when I tried this on a static item to be destroyed, just dropped DF and watched the health bar - it was going down but I wasn't seeing the orange numbers. combat log showed the damage being done.
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And you added to it.
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Damage, however, is a "rule of the game", and so you'll notice that EVERYONE does damage, because damage is necessary to kill the bad guys. Is Knockback necessary to kill the bad guys? No.
Does Knock Back help kill the bad guys?
...No.
Also, you'll find that almost all powers with knock in them do damage... that does help kill the baddies, right? There are exceptions of course, but the powers that knock and do no damage all have some other control in there (stun, -to hit etc). I am not aware of any power in the game that does knockback and nothing else.
Quote:(In My Opinion) people who say "Oh, psht, you just don't know how to play a KB powerset! I'm a great asset to my team because I use my KB strategically!" are overstating their usefulness. They are trying to justify their existence, essentially. Knocking things against a wall isn't as useful as you think it is, trust me.
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The scrapper would have been just fine without you.
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But flinging things away from the group? Yeah, that's detrimental. Stop. Don't say it isn't. Because that would be lying, and lying is bad. There is absolutely no good reason to fling a bad guy away from a tightly packed group of bad guys that is getting burned down by AOE.
As for single target knock...
Quote:"I'm going to kill it in a second" does not make it less detrimental.
"It's only one guy" doesn't make it less detrimental.
If it's even a little bit of a detriment to the team, it's still a detriment.
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In your opinion. That's the problem here.... you're (seeming) religiously anti-kb as much as I was appearing religiously pro. It gets people shouting past one another and not discussing solutions. "It sux!" "It rox!" doesn't accomplish anything in this discussion.
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Quote:You're splitting hairs. Yes, Punch, Haymaker, and Footstomp are technically knockback effects. They're designed and implemented to be knockdown. In fact, they used to be knockback but their MAGs were specifically reduced to make them knockDOWN.
This is actually a very common thing among the release Tanker melee sets. Super Strength, Stone Melee, Battle Axe, and War Mace all did high MAG knockback, but they were slowly all reduced to MAG ~0.67 (aside from a few token powers like Hand Clap).
Actually, that's an interesting example:
What is one of Stone Melee's signature powers? Fault.
What is one of Super Strength's most skipped powers? Hand Clap.
The main difference? MAG 0.67 knockdown vs MAG 5.19 knockback.
Of course I'm splitting hairs. I know how the mechanism works. But the fact of the matter is if you look at the power it is KB. The anti KB crowd can say it isn't as long as they give it a new name - but that's not the power effect.
meh... I'm coming off as religiously pro-kb... I'm not actually. I like it, I know lots of other people don't, I think people should learn how to use it before poo-pooing it.
I remain against the idea of being able to turn off kb from a power by speaking to a npc. I like the idea of a -mag KB enhancer that was proposed upstream. -
Ok oh wizard of the power set... what happens if you slot 2 kb enh in Footstomp? Doesn't matter that nobody would or does.... what happens? Tell me its still knockDOWN because if it were KnockDOWN KB enh couldn't possibly change that.
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Looks to be an issue tied to the serial codes on the purchase item. I searched but couldn't find an actual numeric count on how many serial codes you can apply to your account in a given period of time but there're a lot of similar complaints on the Aeon boards.
Issue with ncsoft's store.... all I can suggest is file a bug report with them and see if they can fix that limit. Especially with the micro-transactions we have in City now... I'll be nerd raging if I can't buy TW when they escape to live -
So let's get this straight re. SS:
Of the 9 powers in the set 4 have no kb
Only 2 of those 4 are attacks
Jab and KO blow - which (KO) has a knockup and hold in it.
The other 2 powers are Rage and taunt
ALL other powers in SS have Knockback in 'em. Whether people think handclap sucks or hurl sucks or haymaker or punch for that matter is irrelevant. The set has a ton of KB in it. -
my scrapper is tw/ea .... a ton of fun from the get go, even though I chose wrong for lvl 2 pwr, wasn't long to lvl 4 to rectify.
my tanker is inv/tw ... maybe just not high enough level to really kick in the fun.
These are only low level observations. I'm sure high level play is quite different again. -
ahhh the interwebs where no discussion can be held without hyperbole
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Quote:This is true, you do not get aoe -res. I wish it were def against lethal and melee instead of smash/melee... esp at lower levels. Those hellions and their dang guns.... grrr. At least at higher levels you can goad the different mobs into melee.Somebody in this thread or another mentioned that bruising is only applied to the enemy you have targetted, but I haven't tested it myself.
So far, I'm happier with my scrap than my tank with TW. May be different at higher levels. My stj tanker is better than my stj scrapper... maybe it is secondary issues? -
I agree... I'm playing it on beta just so I can. Can't frikin' wait! to buy it on live.
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Agreed, but it was the only limit on the market that I was aware of. I may be completely wrong, but if he was buying them as he was spending them, this *may* have been the restriction he's talking of. Oh loook a dime! *placate & run*
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$100 per 30 day period by default - https://help.ncsoft.com/app/answers/...arket%20limits
if you've been buying them as you needed them... otherwise not sure what the problem would be. -
Quote:My favorite AT is a PB. A PBs inherent make teaming desireable. However, so many of a PBs powers have KB that PBs quite often annoy their teammates. Even when I play my KB correctly as all the KB gurus say it should be played, I've still gotten less than savory comments here and there. You are right - that isn't boring; It's annoying and I wish it wasn't so. That's why -KB options are a good thing.
If you used the kb properly and someone gave you an unsavory comment about it, did you ask them what you did wrong in knocking the mob/spawn in a pile at their feet? Maybe they were knee-jerking because there was a knock at all; which is usually my experience with elegant knocks as well. Educate people who don't understand and maybe you'll see less of those unsavory comments. This is why I disagree with an option to turn it off. An option to reduce it via slot choices... OK but not turn it off by just speaking with an npc.